- Jan 13, 2020
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Marvin Scholz authored
In preparation for the module to be changed to C only instead of Objective-C
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François Cartegnie authored
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Steve Lhomme authored
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Include vlc_common.h so that int64_t is defined. Signed-off-by:
Thomas Guillem <thomas@gllm.fr>
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Move functions related to interops from fragment_shader.c to interop.c.
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Libs now contain "interop" modules.
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The "converter" modules are now only "interop" modules.
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Remove the _impl suffix, this function is now always called directly.
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It is not used anymore: the modules call interop->init() instead.
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The tex converters are not passed to "glconv" modules anymore (the interops are passed instead).
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Pass an interop instead of a tex converter to "glconv" modules.
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In order to pass interop instance to "glconv" modules, they must "inherit" vlc_object_t.
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This function only initializes the interop, so rename it and pass the interop instead of the tex_converter.
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Initialize the fragment shader from the vout module directly. The "glconv" modules are not responsible for initializing the fragment shader anymore.
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This function is intended to be called from "glconv" modules, instead of opengl_fragment_shader_init().
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Move swizzle initialization to a separate function, independant of interop initialization.
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Move interop-specific initialization out of opengl_fragment_shader_init_impl(), so that interops can be initialized separately.
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Extract the interop-specific implementation to a separate function.
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Extract the interop-specific implementation into a separate function.
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Use interop instance directly where possible.
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Hardware decoders expose opaque format for chroma in interops. They pass the actual format to opengl_fragment_shader_init(). Store it so that everyone can access it.
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Extract fields specific to texture interop into a separate structure. For now, it is still embedded in opengl_tex_converter_t.
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The OpenGL converter for Android used its own minimal fragment shader, instead of the common one used by all the other converters. This stemmed from the fact that on each texture update, Android provides a transform matrix to apply in order to retrieve the correct texture coordinates. Adapt the common fragment shader to accept a transform matrix provided by the converter, and make the Android converter use it.
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Steve Lhomme authored
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- Jan 10, 2020
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
It's always sys->output->buffer_num.
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Steve Lhomme authored
It's only used by the dec->pf_decode callback which only occurs in one thread.
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Steve Lhomme authored
We just return -1 in all cases.
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Steve Lhomme authored
One less indentation and it will make the next cleaning easier.
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Steve Lhomme authored
It's easier to read it when it's cleaned right after being used.
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Steve Lhomme authored
In case a new format comes before we had time to handle the previous one.
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Steve Lhomme authored
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Steve Lhomme authored
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Hugo Beauzée-Luyssen authored
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